Dr. Strange

The Doctor is in!

In a nutshell
Dr. Strange is a strong zoner with high mix up potential. With a large variety of tracking projectiles, he can keep the opponent guessing with his teleports. Bolts of Balthakk is possibly the best beam projectile in the game as it hit confirms, locks down and can't be reflected. Spell of Vishanti is a tracking hyper that can hit an opponent at any height and Strange also has access to Seven Rings of Raggadorr which is a projectile counter. Pick Dr. Strange if you want a character that can lock you down with tracking projectiles and create mix up opportunities from them.

Introduction

Players to Watch

Raynex, Flash, Snaketits, emc, click savage

Character Vitals

CHARACTER DATA

Health:

10,000

Double Jump:

No

Air Dash:

No

Air Dash/Jump count:

0

Misc Movement:

Flight & Teleport

Move List

Unique Trait

Spacial Magic: Dr. Strange has the ability chain Grace of Hoggoths together and place them in locations around the screen at a distance. He can mix and match the different graces together as well as space them out in unique ways. Using a Flames of the Faltine, he can create a projectile that tracks the Graces around the screen before eventually tracking down the opponent.

Normals

Standing Light Punch

Damage

Guard

Startup

Active

Recovery

On Hit

On Block

Properties

300

6

3

14

-6

-4

Can't be rapid fired, its wide hurtbox can leave Strange vulnerable

Standing Heavy Punch

Damage

Guard

Startup

Active

Recovery

On Hit

On Block

Properties

700

11

4

34

-14

-18

A solid hitbox that is used to confirm your combos.

Standing Light Kick

Damage

Guard

Startup

Active

Recovery

On Hit

On Block

Properties

500

8

3

25

-9

-11

Decent button that doesn't leave Strange too vulnerable in footsies

Standing Heavy Kick

Damage

Guard

Startup

Active

Recovery

On Hit

On Block

Properties

700

12

3

36

-15

-19

Strong footsies button, mainly used to confirm ground strings from . It's long reach can be helpful in converting mid screen ground bounces after you tag in Strange.

Crouching Light Punch

Damage

Guard

Startup

Active

Recovery

On Hit

On Block

Properties

300

6

3

14

-5

-3

Can't be rapid fired

Crouching Heavy Punch

Damage

Guard

Startup

Active

Recovery

On Hit

On Block

Properties

700

11

3

37

+11

-19

Standard launcher hitbox

Crouching Light Kick

Damage

Guard

Startup

Active

Recovery

On Hit

On Block

Properties

500

8

10

18

-9

-12

Very underrated attack, hits low with nice range, use this in your high/low mix ups from a tag-in

Crouching Heavy Kick

Damage

Guard

Startup

Active

Recovery

On Hit

On Block

Properties

700

10

3

38

+38

-21

Solid range low attack that doesn't leave Strange too vulnerable to counter pokes but the knockdown can make it difficult to utilize properly in confirms

Jumping Light Punch

Damage

Guard

Startup

Active

Recovery

On Hit

On Block

Properties

300

6

3

14

Jumping Heavy Punch

Damage

Guard

Startup

Active

Recovery

On Hit

On Block

Properties

700

11

5

27

Nice downward hitbox that can stuff anti-airs, can start your air combo with this button to reduce the harshness of damage scaling later on.

Jumping Light Kick

Damage

Guard

Startup

Active

Recovery

On Hit

On Block

Properties

500

9

3

24

Nice downward hitbox that can stuff anti-airs

Jumping Heavy Kick

Damage

Guard

Startup

Active

Recovery

On Hit

On Block

Properties

700

9

3

36

During Air Combo:

Air combo ender, by far his best overhead after entering flight mode during mix ups with enough hitstun to easily confirm from after exiting flight.

Mysterious Slice

Damage

Guard

Startup

Active

Recovery

On Hit

On Block

Properties

500

8

3

20

-4

-6

A nice anti-air hitbox, can be chained from , chains into Spirit Circle or

Mysterious Slice Air

Damage

Guard

Startup

Active

Recovery

On Hit

On Block

Properties

500

9

3

26

A rather big hitbox that can help with air-to-airs, can be chained from , chains into

Spirit Circle

Damage

Guard

Startup

Active

Recovery

On Hit

On Block

Properties

500

10

4

19

-3

-5

Solid anti-air hitbox, confirm this into launcher, can be chained from or Mysterious Slice, chains into

Impact Palm (air OK)

Damage

Guard

Startup

Active

Recovery

On Hit

On Block

Properties

700

7

4

40

+122

-24

His primary combo tool that will be used in pretty much every combo ever and it will OS with throw. Chains from , chains into . Inputting this normal next to a Tear or Eye of Agamotto will cause it to track your opponent. Only the grounded version of Impact Palm will cause a crumple. You can get up to a maximum of two crumples in a combo by linking ground Impact Palm into a flight combo that ends with another ground Impact Palm. +122 hit advantage to crumple only.

Illusion

Damage

Guard

Startup

Active

Recovery

On Hit

On Block

Properties

4

18

9

Long active frames makes this a pretty strong way to screw up your opponents offense, counters all physical hits, Strange will teleport behind his opponent automatically on activation.

Specials

Flames of the Faltine (Air OK)

Damage

Guard

Startup

Active

Recovery

On Hit

On Block

Properties

500

11

40

-10

+12

Spawns a forward attacking projectile that will track the nearest Grace of Hoggoth if one is placed and can be reflected. Flames of the Faltine grows in strength based on how many Graces are on the field. Interesting to know that a Flames of the Faltine will track additional Grace of Hoggoths placed on the field after activating one as long as there is another Grace to travel towards before coming back to a new one, otherwise it will track the opponent. Projectile disappears when Strange is hit.

Flames of the Faltine Level 1 (Air OK)

Damage

Guard

Startup

Active

Recovery

On Hit

On Block

Properties

250x3 (750)

11

6(3)31

+40

+15

After hitting a Grace of Hoggoth, Flames of the Faltine levels up into a multi-hit tracking projectile and can be reflected. Projectile disappears when Strange is hit.

Flames of the Faltine Level 2 (Air OK)

Damage

Guard

Startup

Active

Recovery

On Hit

On Block

Properties

200x5 (960)

11

6(3)8(3)20

+110

+90

After hitting a second Grace of Hoggoth, Flames of the Faltine levels up even further into a multi-hit tracking projectile that cannot be reflected and gains increased hitstun and knockdown properties. Projectile disappears when Strange is hit.

Flames of the Faltine Level 3 (Air OK)

Damage

Guard

Startup

Active

Recovery

On Hit

On Block

Properties

1300

11

7(3)6(3)5(2)14

+43

+124

After hitting a third Grace of Hoggoth, Flames of the Faltine levels up even further into a super fast one hit beam that tracks the opponents last known location and cannot be reflected, crumples on ground opponents only. Projectile disappears when Strange is hit.

Bolts of Balthakk

Damage

Guard

Startup

Active

Recovery

On Hit

On Block

Properties

200x8 (1480)

21

18(29)24

34

+50

-22

A very powerful beam attack that attacks twice in a row at split intervals, causes a stagger on opponents that temporarily "freezes" their character. Dr. Strange can confirm this with Teleport into for the OTG. Excellent projectile to tag in a partner that is easily confirmable from full screen. This projectile cannot be reflected or push blocked.

Daggers of Denak (Air OK) or

Version

Damage

Guard

Startup

Active

Recovery

On Hit

On Block

Properties

800

35

16

0

+25

+21

400x3 (1160)

70

1st dagger projectile begins tracking on frame 97, followed by 99 then 101

0

+69

+65

spawns one tracking projectile, can be reflected. spawns three tracking projectiles and takes a long time to attack, great for creating mix ups after hard knockdowns, can be reflected. Projectile disappears when Strange is put into block stun or on hit, however after the projectiles begin their movement towards the opponent, the daggers won't be interrupted.

Tears/Eye of Agamotto (Air OK) or

Version

Damage

Guard

Startup

Active

Recovery

On Hit

On Block

Properties

1300

45

Tears will explode on its own on frame 109 after Strange recovers, explosion hitbox has 2 active frames

0

+71 / -7

+12 / -24

passes through projectiles

100x5 (500)

32

14, Eye will disappear on frame 107 after Strange recovers

0

+48 / +5

+44 / +1

After setting down one of these projectiles, you can input Impact Palm next to it in order to push it forward and track your enemies location. version (Tears) spawns a red eye that will not interact with projectiles, even hypers. Tears is a one hit explosion which is primarily used for combos though it's neutral applications can be strong defensively, if palmed it travels slowly. version (Eye) spawns a yellow eye that is multi-hit and best used offensively in mix-ups, it travels fairly fast and almost reaches full screen. Eye durability reference Secondary frame data is when the eye is palmed forwards, however these advantages take into account the entire recovery frames of Impact Palm, further advantage can be applied if flight or another special such as a teleport is performed. Projectile disappears when Strange is hit.

Mystic Sword - Duel Slash or

Version

Damage

Guard

Startup

Active

Recovery

On Hit

On Block

Properties

200x2+500 (900)

8

3(3)3(7)3

24

+30

-7

200x3+600 (1140)

11

3(42)3(3)3(7)3(19)6

26

+70

-12

version is a decently fast physical attack, can be used early on in combos if you wish to not waste a wall bounce. version is your primary special to confirm or extend combos later on, great with tagging as it locks down fairly well and the last hit can sometimes frame trap your enemy. Both versions share the same initial 3 hitboxes but the version has an extra hitbox at the end that causes wall bounce (second image shown)

Mystic Sword - Shockwave or

Version

Damage

Guard

Startup

Active

Recovery

On Hit

On Block

Properties

200+900 (1100)

12

34

+25

-18

200+900 (1100)

12

39

+17

-18

version is a straight forward projectile that travels full screen, can be reflected. version is a full screen projectile that travels up forward into the air, can be reflected. First hit is a physical attack (first/third image shown) and is responsible for the initial 200 damage, if opponent is struck by this they will go into a knockdown.

Grace of Hoggoth (Air OK) or

Version

Damage

Guard

Startup

Active

Recovery

On Hit

On Block

Properties

35

35

Can be chained into Spacial Magic Cast A with or . grace is a red orb that causes an explosion when you use Flames of the Faltine. grace is a yellow orb that powers up Flames of the Faltine into a more powerful version.

Spacial Magic Cast A (Air OK) or

Damage

Guard

Startup

Active

Recovery

On Hit

On Block

Properties

61 / 66 (air)

Spawns an additional Grace of Hoggoth of your choosing, can be chained into Spacial Magic Cast B with or . Holding can spawn the graces further out from Strange's location than normally possible. Counts as two air actions.

Spacial Magic Cast B (Air OK) or

Damage

Guard

Startup

Active

Recovery

On Hit

On Block

Properties

87 / 92 (air)

Spawns the final Grace of Hoggoth of your choosing, can be chained into Spacial Magic Scatter with or or Spacial Magic Gather with or . Holding can spawn the graces further out from Strange's location than normally possible. Counts as three air actions, use flight in order to gain a new action to use Flames of the Faltine before landing.

Spacial Magic Scatter (Air OK) or

Damage

Guard

Startup

Active

Recovery

On Hit

On Block

Properties

123 / 128 (air)

sends the three graces you placed in a triangle around the screen. sends the three graces you placed in a triangle around the opponents last known location. Counts as three air actions, use flight in order to gain a new action to use Flames of the Faltine before landing.

Spacial Magic Gather (Air OK) or

Damage

Guard

Startup

Active

Recovery

On Hit

On Block

Properties

123 / 128 (air)

sends the three graces you placed in front of Strange in a line near his feet. sends the three graces you placed in a line near the opponents last known location. Counts as three air actions, use flight in order to gain a new action to use Flames of the Faltine before landing.

Grace of Hoggoth Detonation

Damage

Guard

Startup

Active

Recovery

On Hit

On Block

Properties

500

3

+78

+2

Though red grace doesn't improve the faltine projectile itself, it can cause a nice explosion to keep opponents at bay with minimal damage scaling.

Teleport (Air OK) or

Version

Damage

Guard

Startup

Active

Recovery

On Hit

On Block

Properties

11

6

24

Invincible frames 11-20

11 / 18 (air)

6 / 1 (air)

24 / 22 (air)

Invincible frames 11-20

version will teleport Strange in front of his opponent, good for creating fake out mix ups. version will teleport Strange behind his opponent, it will even cross up in the corner.

Teleport (Air OK) or

Version

Damage

Guard

Startup

Active

Recovery

On Hit

On Block

Properties

11

6

24

Invincible frames 11-20

11

6

24

Invincible frames 11-20

version will teleport Strange above and in front of his opponent, can be a way to set up tricky mix ups. version will teleport Strange on the ground behind him a set distance, ideal for evading an opponent.

Flight (Air OK)

Damage

Guard

Startup

Active

Recovery

On Hit

On Block

Properties

134

Enters flight mode, can move in 8 directions. Ideal for stalling as well as used during ground strings. Flight is an ideal way to set up low to the ground overheads during lockdown sequences since he has no real overhead outside of short hops. Flight is a good way to extend the number of specials as you can use this as your fourth air action after using up your original three, for example if you use 3 specials in the air you can fly then gain access to 3 more before landing effectively giving you 6 air specials in one jump. Unfly has 1f of recovery.

Hypers

Spell of Vishanti (Air OK)

Damage

Guard

Startup

Active

Recovery

On Hit

On Block

Properties

300x10 (2520)

17

49

48

+15

-30

Invincible on frame 11

Tracks opponent, hits anywhere on the screen, does not OTG after two air combo enders. Few characters can confirm off a raw SoV, but you can make it easier if you tag+super on the same input in order to position yourself better.

Seven Rings of Raggadorr

Damage

Guard

Startup

Active

Recovery

On Hit

On Block

Properties

11

24

38

Invincible frames 1-11.5

Projectile will only spawn if Strange gets attacked by an enemies projectile during it's active frames.

Seven Rings of Raggadorr (Activation)

Damage

Guard

Startup

Active

Recovery

On Hit

On Block

Properties

150x23(2190) - 300x27 (4839)

24

84

49

-32

Invincible frames 1-98

Damage varies based on range, does not hold full invincibility during recovery, best to tag in your partner to cover Strange's recovery.

Crimson Bands of Cyttorak (Level 3)

Damage

Guard

Startup

Active

Recovery

On Hit

On Block

Properties

5250 (17 hits)

16

30

50

+63

-21

Invincible frames 1-20

This is a physical attack that vaults Strange forward toward his enemies.

Stone Selection

Arguably, the best stones going for him are: Space, Reality, Soul. However this is a general statement and more thought should be put in depending on your partner and what they require as well. Strange has very strong set play and powerful zoning, he can probably make use of any of the stones so it will be up to you to figure out which play style you enjoy more.

Power

This stone is one of the more honest ones Strange has access to, the storm itself doesn't make him too much scarier outside of chip damage from Vishanti but it can offer some high damaging combo routes. The surge is a good way for Strange to make his air-to-airs more reliable so that he can save his ground bounce from the j.HK for later since he has no other reliable way to extend combos at super jump height. This surge also gives him access to a pretty reliable anti-air and it can blow up an opponent who likes to flow chart. As mentioned, the Storm can give him additional damage while chipping the opponent making Spell of Vishanti a powerful way to end a match even if your opponent blocks. Pick Power if you want a reliable button Strange can use to create easy trade scenarios and good air-to-air options.

A pretty strong stone selection as it can give him strong run away and give his partner access to a teleport as well. Time is a good selection for it's storm as Strange is one of the characters that can take real advantage of spamming specials that can lead into a teleport mix up. Though the surge can be good to escape the corner, Strange still has ways to escape the corner with his own teleports so you may want to choose this based on your partners needs, though the Surge is incredibly strong for escaping the corner as the opponent can still tag on reaction to catch most of your teleports in that situation. Overall a solid choice, pick Time if you want more mobility and ways to open up your opponent through storm.

Reality

Reality surge is an ideal projectile to combine with the rest of Strange's arsenal. What makes the surge good is it can be layered with his other projectiles to always have a tracking projectile on the field making it difficult for your opponent to breach. Popping the surge in neutral can give you time to set up his slower projectiles such as Eye of Agamaddo or Daggers. The storm is also very strong, by utilizing the LK Ice or HP Fire with teleports, you can create lots of mix up opportunities and make it difficult for your opponent to run away. Pick Reality if you want a lot of control through out the match and frustrate your opponent with multiple projectiles on the field at once.

Soul

What makes Soul really strong for Strange is the long distance surge that is -4 on block and pierces through other projectiles. The surge can punish reality users and keeps opponents at bay while making them respect the life steal. The storm itself is strong for any character since it revives your partner and extends your ability to succeed. Strange also really enjoys having a partner around to cover him through tags and make the most out of bolts in neutral, having a revive means you will get a second chance at being able to do this and continues the set play. Pick Soul if you want a far reaching mid range attack that Strange sorely needs as well as a great come back factor.

Space

Perhaps his best stone, what makes this particularly good is how you can force opponents into your tracking projectiles from a distance and create free mix up opportunities during the storm. If you are able to set down an Eye, you can use the surge to pull in your opponent and make them block which is ideal for tagging and creating a mix up where they have to guess. The storm is a good way to limit your opponents options and gives Strange the best mix ups out of the storms since he can essentially create unseen blocking situations for the opponent. By going to super jump height and using HK daggers into multiple teleports, the opponent has no choice but to guess which is good news for Strange. Limiting your opponents ability to tag or counter switch is effective for everyone so this stone is always a good choice. The box also limits your opponents movement while being juggled in a combo, you can convert from SoV with a tag for virtually any character since the box will prevent them from moving too far. Pick Space if you want to force your opponent to play your game.

A very fair stone choice for Strange but has potential to be a strong choice if you can create effective tick throw set ups using his projectiles and the surge. Minds greatest asset is it's storm, even activating at 50% power allows you to gain a ton of meter and allows more counter switching and SoV punishes in neutral. The surge can also be a strong tool for Strange as once he catches an opponent, he can set up however he wants during the dizzy and create strong resets out of it. It's fairness comes in situations where Strange is a solo character, having a lot of meter means more SoV's but they are also negative on block so you can keep your opponent honest but you must also be honest yourself. Pick Mind if you want to add a command throw to Strange's arsenal and a lot of meter for your team.